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    Real Strategy Requires Cunning

Lyrecryer

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Feb 27, 2010
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How to modify the Technology Tree

Hello and welcome to this guide. This guide is here to show you how to modify the technology tree. We will look at what the technology tree files looks like and then I shall separate the data and explain to you what they mean. Using this guide will allow you to make your own technology without getting confused. The actual process will not be explained till later as I am currently unable to edit/create pictures. (Photoshop is on a different computer and I'm on holiday.)

Here is the first 42 lines of the Aircraft_tech file:

Code:
 [FONT=Arial][SIZE=1]technology =[/SIZE][/FONT]

  [FONT=Arial][SIZE=1]{ id          = 4[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]category    = aircraft[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]name        = TECH_AIRCRAFT_NAME # Localized name[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]desc        = TECH_AIRCRAFT_DESC # Localized description[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]#  label =[/SIZE][/FONT]

  [FONT=Arial][SIZE=1]#  { tag      = TECH_CAT_SINGLE[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]#    position = { x = 60 y = 4 }[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]#  }[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]#  label =[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]#  { tag      = TECH_CAT_DOUBLE[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]#    position = { x = 340 y = 4 }[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]#  }  [/SIZE][/FONT] 
   [FONT=Arial][SIZE=1]#### WW1 Era Single engine ###[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]label =[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]{ tag      = TECH_CAT_fighters[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]position = { x = 3 y = 10 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]    # Prewar unarmed Reconaisence[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]application =[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]{ id        = 4500[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]name      = TECH_APP_AIRCRAFT_50_NAME[/SIZE][/FONT]
  
      [FONT=Arial][SIZE=1]position  = { x = 3 y = 24 }[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]    picture   = "DH1910"[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]year      = 1910[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]# Interwar Short Range Engine[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]component = { id = 4501 name = TECH_CMP_AIRCRAFT_50_1_NAME type = aeronautics difficulty = 4 }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]# Interwar Fighter Airframe[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]component = { id = 4502 name = TECH_CMP_AIRCRAFT_50_2_NAME type = aeronautics difficulty = 4 }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]# ???[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]component = { id = 4503 name = TECH_CMP_AIRCRAFT_50_3_NAME type = aeronautics difficulty = 4 }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]# Optical Signaling[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]component = { id = 4504 name = TECH_CMP_AIRCRAFT_50_4_NAME type = aeronautics difficulty = 4 }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]# Interwar Fighter Prototype Tests[/SIZE][/FONT]

      [FONT=Arial][SIZE=1]component = { id = 4505 name = TECH_CMP_AIRCRAFT_50_5_NAME type = aircraft_testing difficulty = 4 double_time = yes }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]required  = { }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]effects =[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]{ command = { type = activate_unit_type which = interceptor }[/SIZE][/FONT]
        [FONT=Arial][SIZE=1]command = { type = new_model which = interceptor value = 0 }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
Now it looks very complex but don't worry. Everything will be explained soon. The first thing you see is the most important one but you do not edit this at all else the game will break:

Code:
 [FONT=Arial][SIZE=1]id          = 4[/SIZE][/FONT]

    [FONT=Arial][SIZE=1]category    = aircraft[/SIZE][/FONT]

    [FONT=Arial][SIZE=1]name        = TECH_AIRCRAFT_NAME # Localized name[/SIZE][/FONT]

    [FONT=Arial][SIZE=1]desc        = TECH_AIRCRAFT_DESC # Localized description[/SIZE][/FONT]
The ID number tells the game what technology tree it is, the Category also helps the game but I do not know what will happen when you change this though. The Name and Description (or desc for short) gives the button it's name and description when you hover over it. This can be edited in the text.csv file in config. The second thing you will see is this. You can edit this as much as you like!

Code:
 [FONT=Arial][SIZE=1]#  label =[/SIZE][/FONT]

  [FONT=Arial][SIZE=1]#  { tag      = TECH_CAT_SINGLE[/SIZE][/FONT]

  [FONT=Arial][SIZE=1]#    position = { x = 60 y = 4 }[/SIZE][/FONT]

  [FONT=Arial][SIZE=1]#  }[/SIZE][/FONT]

  [FONT=Arial][SIZE=1]#  label =[/SIZE][/FONT]

  [FONT=Arial][SIZE=1]#  { tag      = TECH_CAT_DOUBLE[/SIZE][/FONT]

  [FONT=Arial][SIZE=1]#    position = { x = 340 y = 4 }[/SIZE][/FONT]

  [FONT=Arial][SIZE=1]#  }  [/SIZE][/FONT]
These are called Labels which will give you the white text that is normally on top of the technology list. Very useful for both modders and players as a Label in the file will allow modders to see what the following code means. You should always make sure that the label is above the code. The Tag gives it name and position tells the game where to place it. The Text is always 12 pixels high and the length depends on the text itself. The # means that it's not in use. The game will not read anything with a # on the same line.


Before we get to main part I feel I should explain what the X and Y really means. X is length and Y is hight. The Label is always 12 pixels high so that means that if you want a technology button right underneath it, just add 12 on to the Y.

So this is the Label position:

Code:
 [FONT=Arial][SIZE=1]position = { x = 60 y = 4 }[/SIZE][/FONT]
and this is what the technology button Position should be:

Code:
 [FONT=Arial][SIZE=1]position = { x = 60 y = 16 }[/SIZE][/FONT]
Noticed that the X doesn't change? That's because Y only goes up or down. X goes left or right. They can't do both.

Also note that the technology button is 116 pixels wide and 16 pixels high. So that means 116X and 16Y. Let's show you how it's done:

Let's say this is the button A current position

Code:
 [FONT=Arial][SIZE=1]position = { x = 60 y = 4 }[/SIZE][/FONT]
I want to put one right next to it so I make button B position here:

Code:
 [FONT=Arial][SIZE=1]position = { x = 176 y = 20 }[/SIZE][/FONT]
Now Button B is right next to it. Although this is unnecessary, it is a good idea to add 2 on both X and Y to make things look better as the black border will be touching and when you select it the yellow border it creates will be hidden.

So Button B will be in this position instead.

Code:
 [FONT=Arial][SIZE=1]position = { x = 178 y = 22 }[/SIZE][/FONT]
Please note this is will only be accurate with the DH Full Technology buttons. The HOI2 or a custom made version will not be as large or tall. Adjust accordingly. Now that you know how to do positioning we should move on to the actual technology itself! Let's look at the first part of it now:

Code:
 [FONT=Arial][SIZE=1]# Prewar unarmed Reconaisence[/SIZE][/FONT]

    [FONT=Arial][SIZE=1]application =[/SIZE][/FONT]

    [FONT=Arial][SIZE=1]{ id        = 4500[/SIZE][/FONT]

      [FONT=Arial][SIZE=1]name      = TECH_APP_AIRCRAFT_50_NAME[/SIZE][/FONT]

  
      [FONT=Arial][SIZE=1]position  = { x = 3 y = 24 }[/SIZE][/FONT]

  [FONT=Arial][SIZE=1]    picture   = "DH1910"[/SIZE][/FONT]

      [FONT=Arial][SIZE=1]year      = 1910[/SIZE][/FONT]
The # tells you what the technology name. It is common curtsy to do this else it will become impossible for other people to tell what it is, preventing them from modifying it. This is a bad thing if your no longer working on your mod or someone wants to use your mod as a base for theirs.

Application tells the game to prepare to read this technology.

ID
tells the game what it is. It must be unique otherwise it will make the game crash!


Name
gives it the Long Name of the technology button. There is 2 names that you must fill in if your making a new one. The Long Name is what shows up when you click on it. It's also used when you start researching it.


The Short Name is used to show the text on the button. You will not see the short name here as the developers of HOI2 have already given it a Short Name and the DH developers just changed the Long Name.

Position
have already been explained above.


Picture is not that important but it does make it look professional though. You can use the same picture for most of the technology but that's just being lazy. In the tech pictures folder, you cannot have them in a bunch of folders as the game will only looks what's in the tech pictures folder. Nothing else. So no fancy Aircraft technology pictures in one folder and Tanks in another.

Year
is very important for players as it will make them decide when to research it. You can put anything number in it from 1 to 9999. I don't know if you can go higher or lower but I don't want to try.


Let's look at the second part now:


Code:
   [FONT=Arial][SIZE=1]# Interwar Short Range Engine[/SIZE][/FONT]

      [FONT=Arial][SIZE=1]component = { id = 4501 name = TECH_CMP_AIRCRAFT_50_1_NAME type = aeronautics difficulty = 4 }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]# Interwar Fighter Airframe[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]component = { id = 4502 name = TECH_CMP_AIRCRAFT_50_2_NAME type = aeronautics difficulty = 4 }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]# ???[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]component = { id = 4503 name = TECH_CMP_AIRCRAFT_50_3_NAME type = aeronautics difficulty = 4 }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]# Optical Signaling[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]component = { id = 4504 name = TECH_CMP_AIRCRAFT_50_4_NAME type = aeronautics difficulty = 4 }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]# Interwar Fighter Prototype Tests[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]component = { id = 4505 name = TECH_CMP_AIRCRAFT_50_5_NAME type = aircraft_testing difficulty = 4 double_time = yes }[/SIZE][/FONT]
Once again the # is important.

Components are the real deal as without it the tech will not work at all. Each components will need 3 things, ID, Name , Type and Difficulty. I will only explain the type and difficulty as I think you know what the ID and Name is by now.

Type
is the technology components that is recirued to research the technology itself. The list of what technology components you can use should be in your Modding Documentation folder.


Difficulty is simply how hard it is to research The higher number, the harder. The player may use a team that with a skill level 8 and it can research this technology faster than a team with a skill level 4 will. Make sure it's reasonable. A difficulty of 50 means it will take forever to research while a difficulty of 1 will make it very easy.

Lastly you will notice the Double_Time at the end. That tells to game to speed the research up. This is normally used in the last segment to pretend that a prototype is being tested. You can use this anywhere within the components sections.

Now we will look at the Last part of the technology:


Code:
  [FONT=Arial][SIZE=1]required  = { }[/SIZE][/FONT]

      [FONT=Arial][SIZE=1]effects =[/SIZE][/FONT]

      [FONT=Arial][SIZE=1]{ command = { type = activate_unit_type which = interceptor }[/SIZE][/FONT]

        [FONT=Arial][SIZE=1]command = { type = new_model which = interceptor value = 0 }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
The Required is only important if your technology is going to need something else, like a jet engine or it is an upgrade to a older technology. Like a 1922 fighter plane replacing a 1918 fighter plane.

The Effects is what makes the technology do stuff. As you can see this technology will allow you to build Interceptors! If you want to know what effects you can use, then look at the event commands file. 90% of the event commands can be used in the technology effects as well.


MAKE SURE TO CLOSE YOUR BRACKETS! This is one of the biggest causes of errors when modifying anything in this game. Before you finish make sure to check the brackets are closed.

Part2: Adding a new technology.


We will now add a 1973 CAS unit. To see how to add a new model you will need to look at a different guide as I will only be focusing on the technology side of it.

As you can see, I have already changed and added some more technology into the Aircraft Tree as a proof of concept.

Now we got a nice look at the technology tree in-game, we will now look at the technology tree out-game.


I always copy and paste the technology that I aim to add to. It reduces the amount of time it will take to make one. I have now changed the Long Name, ID and the Picture. I have also changed the Comment as well.
Code:
[FONT=Arial][SIZE=1]#Mid Coldwar Close Air Support Aircraft[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]application=[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]{id        = 95140[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]name= TECH_APP_AIRCRAFT_210_NAME # new[/SIZE][/FONT]


    [FONT=Arial][SIZE=1]position = { x = 3 y = 456 }[/SIZE][/FONT]
[FONT=Arial][SIZE=1]   picture  = "CW95140"[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]year     = 1974[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Short-Range Bomber Engine[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15131 name = TECH_CMP_AIRCRAFT_113_1_NAME type =fighter_design difficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Light Bomber Airframe[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15132 name = TECH_CMP_AIRCRAFT_113_2_NAME type = aeronauticsdifficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Napalm Bombs[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15133 name = TECH_CMP_AIRCRAFT_113_3_NAME type =general_equipment difficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Improved Centimetric Airborne Radar Navigation[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15134 name = TECH_CMP_AIRCRAFT_113_4_NAME type = rocketrydifficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Light Bomber Prototype Tests[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15135 name = TECH_CMP_AIRCRAFT_113_5_NAME type =aircraft_testing difficulty = 8 double_time = yes }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]required = { 15120 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]effects=[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]{command = { type = new_model which = cas value = 6 }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]command= { type = scrap_model which = cas value = 5 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
I will now change the new_model and scrap_model value to allow the player to use the 1973 CAS.
Code:
[FONT=Arial][SIZE=1]#Mid Coldwar Close Air Support Aircraft[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]application=[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]{id        = 95140[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]name= TECH_APP_AIRCRAFT_210_NAME # new[/SIZE][/FONT]


    [FONT=Arial][SIZE=1]position = { x = 3 y = 456 }[/SIZE][/FONT]
[FONT=Arial][SIZE=1]   picture  = "CW95140"[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]year     = 1974[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Short-Range Bomber Engine[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15131 name = TECH_CMP_AIRCRAFT_113_1_NAME type =fighter_design difficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Light Bomber Airframe[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15132 name = TECH_CMP_AIRCRAFT_113_2_NAME type = aeronauticsdifficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Napalm Bombs[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15133 name = TECH_CMP_AIRCRAFT_113_3_NAME type =general_equipment difficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Improved Centimetric Airborne Radar Navigation[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15134 name = TECH_CMP_AIRCRAFT_113_4_NAME type = rocketrydifficulty = 8 }[/SIZE][/FONT]


    [FONT=Arial][SIZE=1]#Advanced Light Bomber Prototype Tests[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15135 name = TECH_CMP_AIRCRAFT_113_5_NAME type =aircraft_testing difficulty = 8 double_time = yes }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]required = { 15120 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]effects=[/SIZE][/FONT]


    [FONT=Arial][SIZE=1]{command = { type = new_model which = cas value = 7 }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]command= { type = scrap_model which = cas value = 6 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
I would also need to change the required technology as well. Unless you want the player to unlock this tech before getting the previous one. I had now changed the components ID as well to prevent conflicts/errors.
Code:
 [FONT=Arial][SIZE=1]#Mid Coldwar Close Air Support Aircraft[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]application=[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]{id        = 95140[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]name= TECH_APP_AIRCRAFT_210_NAME # new[/SIZE][/FONT]


    [FONT=Arial][SIZE=1]position = { x = 3 y = 456 }[/SIZE][/FONT]
[FONT=Arial][SIZE=1]   picture  = "CW95140"[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]year     = 1974[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Short-Range Bomber Engine[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95141 name = TECH_CMP_AIRCRAFT_113_1_NAME type =fighter_design difficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Light Bomber Airframe[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95142 name = TECH_CMP_AIRCRAFT_113_2_NAME type = aeronauticsdifficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Napalm Bombs[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95143 name = TECH_CMP_AIRCRAFT_113_3_NAME type =general_equipment difficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Improved Centimetric Airborne Radar Navigation[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95144 name = TECH_CMP_AIRCRAFT_113_4_NAME type = rocketrydifficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Light Bomber Prototype Tests[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95145 name = TECH_CMP_AIRCRAFT_113_5_NAME type =aircraft_testing difficulty = 8 double_time = yes }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]required = { 15130 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]effects=[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]{command = { type = new_model which = cas value = 7 }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]command= { type = scrap_model which = cas value = 6 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
I will now have to change the Positioning of the technology as well. Else I cannot research this technology. Remember that it's 116 pixels Wide and 16 Pixels High!
Code:
    [FONT=Times New Roman][SIZE=3][FONT=Arial][SIZE=1]#Mid Coldwar Close Air Support Aircraft[/SIZE][/FONT][/SIZE][/FONT]
  [FONT=Arial][SIZE=1]application=[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]{id        = 95140[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]name= TECH_APP_AIRCRAFT_210_NAME # new[/SIZE][/FONT]


    [FONT=Arial][SIZE=1]position = { x = 3 y = 472 }[/SIZE][/FONT]
[FONT=Arial][SIZE=1]   picture  = "CW95140"[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]year     = 1974[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Short-Range Bomber Engine[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95141 name = TECH_CMP_AIRCRAFT_113_1_NAME type =fighter_design difficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Light Bomber Airframe[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95142 name = TECH_CMP_AIRCRAFT_113_2_NAME type = aeronauticsdifficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Napalm Bombs[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95143 name = TECH_CMP_AIRCRAFT_113_3_NAME type =general_equipment difficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Improved Centimetric Airborne Radar Navigation[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95144 name = TECH_CMP_AIRCRAFT_113_4_NAME type = rocketrydifficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Light Bomber Prototype Tests[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95145 name = TECH_CMP_AIRCRAFT_113_5_NAME type =aircraft_testing difficulty = 8 double_time = yes }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]required = { 15130 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]effects=[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]{command = { type = new_model which = cas value = 7 }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]command= { type = scrap_model which = cas value = 6 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
Now let's look at the technology tree right now.



As you can see the technology is “touching” the one above. It doesn't look that nice to me. So I will add 2 to the Y.



It looks a lot nicer now! Let's start researching it!



Now that we have done it, we will need to look at the unit panel to see if it worked.



You have just made a new technology! What you have learned here can be used in any technology tree and have fun!

Thank you for reading this guide. Let me know if I left anything out or any errors made in this.
 
Last edited:

Lyrecryer

General
74 Badges
Feb 27, 2010
2.059
11
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Part 2

Part2: Adding a new technology.


We will now add a 1973 CAS unit. To see how to add a new model you will need to look at a different guide as I will only be focusing on the technology side of it.

As you can see, I have already changed and added some more technology into the Aircraft Tree as a proof of concept.

Now we got a nice look at the technology tree in-game, we will now look at the technology tree out-game.


I always copy and paste the technology that I aim to add to. It reduces the amount of time it will take to make one. I have now changed the Long Name, ID and the Picture. I have also changed the Comment as well.
Code:
[FONT=Arial][SIZE=1]#Mid Coldwar Close Air Support Aircraft[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]application=[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]{id        = 95140[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]name= TECH_APP_AIRCRAFT_210_NAME # new[/SIZE][/FONT]


    [FONT=Arial][SIZE=1]position = { x = 3 y = 456 }[/SIZE][/FONT]
[FONT=Arial][SIZE=1]    picture  = "CW95140"[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]year     = 1974[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Short-Range Bomber Engine[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15131 name = TECH_CMP_AIRCRAFT_113_1_NAME type =fighter_design difficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Light Bomber Airframe[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15132 name = TECH_CMP_AIRCRAFT_113_2_NAME type = aeronauticsdifficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Napalm Bombs[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15133 name = TECH_CMP_AIRCRAFT_113_3_NAME type =general_equipment difficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Improved Centimetric Airborne Radar Navigation[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15134 name = TECH_CMP_AIRCRAFT_113_4_NAME type = rocketrydifficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Light Bomber Prototype Tests[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15135 name = TECH_CMP_AIRCRAFT_113_5_NAME type =aircraft_testing difficulty = 8 double_time = yes }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]required = { 15120 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]effects=[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]{command = { type = new_model which = cas value = 6 }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]command= { type = scrap_model which = cas value = 5 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
I will now change the new_model and scrap_model value to allow the player to use the 1973 CAS.
Code:
[FONT=Arial][SIZE=1]#Mid Coldwar Close Air Support Aircraft[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]application=[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]{id        = 95140[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]name= TECH_APP_AIRCRAFT_210_NAME # new[/SIZE][/FONT]


    [FONT=Arial][SIZE=1]position = { x = 3 y = 456 }[/SIZE][/FONT]
[FONT=Arial][SIZE=1]    picture  = "CW95140"[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]year     = 1974[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Short-Range Bomber Engine[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15131 name = TECH_CMP_AIRCRAFT_113_1_NAME type =fighter_design difficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Light Bomber Airframe[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15132 name = TECH_CMP_AIRCRAFT_113_2_NAME type = aeronauticsdifficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Napalm Bombs[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15133 name = TECH_CMP_AIRCRAFT_113_3_NAME type =general_equipment difficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Improved Centimetric Airborne Radar Navigation[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15134 name = TECH_CMP_AIRCRAFT_113_4_NAME type = rocketrydifficulty = 8 }[/SIZE][/FONT]


    [FONT=Arial][SIZE=1]#Advanced Light Bomber Prototype Tests[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 15135 name = TECH_CMP_AIRCRAFT_113_5_NAME type =aircraft_testing difficulty = 8 double_time = yes }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]required = { 15120 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]effects=[/SIZE][/FONT]


    [FONT=Arial][SIZE=1]{command = { type = new_model which = cas value = 7 }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]command= { type = scrap_model which = cas value = 6 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
I would also need to change the required technology as well. Unless you want the player to unlock this tech before getting the previous one. I had now changed the components ID as well to prevent conflicts/errors.
Code:
 [FONT=Arial][SIZE=1]#Mid Coldwar Close Air Support Aircraft[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]application=[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]{id        = 95140[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]name= TECH_APP_AIRCRAFT_210_NAME # new[/SIZE][/FONT]


    [FONT=Arial][SIZE=1]position = { x = 3 y = 456 }[/SIZE][/FONT]
[FONT=Arial][SIZE=1]    picture  = "CW95140"[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]year     = 1974[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Short-Range Bomber Engine[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95141 name = TECH_CMP_AIRCRAFT_113_1_NAME type =fighter_design difficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Light Bomber Airframe[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95142 name = TECH_CMP_AIRCRAFT_113_2_NAME type = aeronauticsdifficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Napalm Bombs[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95143 name = TECH_CMP_AIRCRAFT_113_3_NAME type =general_equipment difficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Improved Centimetric Airborne Radar Navigation[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95144 name = TECH_CMP_AIRCRAFT_113_4_NAME type = rocketrydifficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Light Bomber Prototype Tests[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95145 name = TECH_CMP_AIRCRAFT_113_5_NAME type =aircraft_testing difficulty = 8 double_time = yes }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]required = { 15130 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]effects=[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]{command = { type = new_model which = cas value = 7 }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]command= { type = scrap_model which = cas value = 6 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
I will now have to change the Positioning of the technology as well. Else I cannot research this technology. Remember that it's 116 pixels Wide and 16 Pixels High!
Code:
    [FONT=Times New Roman][SIZE=3][FONT=Arial][SIZE=1]#Mid Coldwar Close Air Support Aircraft[/SIZE][/FONT][/SIZE][/FONT]
  [FONT=Arial][SIZE=1]application=[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]{id        = 95140[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]name= TECH_APP_AIRCRAFT_210_NAME # new[/SIZE][/FONT]


    [FONT=Arial][SIZE=1]position = { x = 3 y = 472 }[/SIZE][/FONT]
[FONT=Arial][SIZE=1]    picture  = "CW95140"[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]year     = 1974[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Short-Range Bomber Engine[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95141 name = TECH_CMP_AIRCRAFT_113_1_NAME type =fighter_design difficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Light Bomber Airframe[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95142 name = TECH_CMP_AIRCRAFT_113_2_NAME type = aeronauticsdifficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Napalm Bombs[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95143 name = TECH_CMP_AIRCRAFT_113_3_NAME type =general_equipment difficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Improved Centimetric Airborne Radar Navigation[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95144 name = TECH_CMP_AIRCRAFT_113_4_NAME type = rocketrydifficulty = 8 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]#Advanced Light Bomber Prototype Tests[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]component= { id = 95145 name = TECH_CMP_AIRCRAFT_113_5_NAME type =aircraft_testing difficulty = 8 double_time = yes }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]required = { 15130 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]effects=[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]{command = { type = new_model which = cas value = 7 }[/SIZE][/FONT]
      [FONT=Arial][SIZE=1]command= { type = scrap_model which = cas value = 6 }[/SIZE][/FONT]
    [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
  [FONT=Arial][SIZE=1]}[/SIZE][/FONT]
Now let's look at the technology tree right now.



As you can see the technology is “touching” the one above. It doesn't look that nice to me. So I will add 2 to the Y.



It looks a lot nicer now! Let's start researching it!



Now that we have done it, we will need to look at the unit panel to see if it worked.



You have just made a new technology! What you have learned here can be used in any technology tree and have fun!
 

Andrei Gijgorev

Civilian
3 Badges
May 23, 2007
686
64
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Could you explain how secret weapons technologies work? Are the "event" clauses necessary, or are they only for information and all activations are handled by invention events? If I want a certain secret weapons technology to be available for research for any country without any requirements, what do I need to do?
 
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